33w ago - SCEE Blog Manager Fred Dutton has shared an interview today with Capcom discussing their new Resident Evil 6 video game for the PS3 entertainment system.
Below are the details, to quote: It's a big week for gaming! The release of a new mainline Resident Evil game is one of those events where gamers the world over prepare to bunk off school/work and devote their every waking hour to the noble pursuit of zombie slaughter.
The sequel to 2009's Africa-set Resident Evil 5 is an absolute beast of a game, offering one of the largest single player campaigns in recent memory.
Ahead of its global release today, we caught up with executive producer Kobayashi-san, director Sasaki-san and producer Hirabayashi-san at Tokyo Game Show, to find out how Capcom went about creating such a mammoth title.
Fred Dutton, PlayStation.Blog Europe Manager: What makes Resident Evil 6 stand out from its predecessors?
Sasaki: I think it's the human drama that we really wanted to convey. The script is just so packed with stuff. Trying to blend everything from the script with the game design and make that come together was really a challenge. What we tried while writing the script was to incorporate the level design and the design of the game itself so they blended seamlessly...
34w ago - Killzone Community Editor Victor Zuylen has shared Part 1 of a Killzone HD Re-Developer PS3 interview with fans below today.
To quote: When Killzone HD drops on October 24th, the original Killzone will be one week short of eight years old.
In this (re-)developer interview we talk with Guerrilla Technical Director Michiel van der Leeuw and Senior Programmer Frank Compagner, who were there when Killzone was first released.
In part 1, Michiel and Frank talk about the challenges they faced and the discoveries they made during the conversion process.
Victor Zuylen: What prompted the HD remaster of Killzone?
Michiel van der Leeuw, Technical Director, Guerrilla: It was an idea whose time had come. Internally we had talked about bringing Killzone to PlayStation 3 before - Killzone fans frequently asked us about it, and we knew from other developers that such projects could be a lot of fun.
VZ: How many of the original team were involved?
ML: A number of developers who worked on the original Killzone for PlayStation 2 helped get this project off the ground, including Guerrilla's main producer, Angie Smets, who first started producing on Killzone; producer...
38w ago - Sony Social Media Manager Sid Shuman has shared an interview with Inafune today on the upcoming video game title Soul Sacrifice for PlayStation Vita below.
To quote: In the world of video game development, Keiji Inafune is a giant among men.
The illustrator and former global head of production at Capcom has played a key role in the development of an astounding array of games spanning a diverse lineup of genres, everything from Mega Man to Resident Evil to Lost Planet and many more.
With his new role at Comcept and Intercept, Inafune is expanding his influence to new projects, including the upcoming "dark fantasy" PS Vita title Soul Sacrifice.
During Gamescom last week, we caught up with Inafune to learn more about his ambitious new game that forces players to make painful decisions.
PlayStation.Blog: How do you take something painful - sacrifice - and make it fun in a gameplay setting?
Keiji Inafune: If you hear the word "sacrifice" it obviously sounds painful. But that's because you think of sacrifice as sacrificing yourself.
39w ago - Sony Blog Manager Fred Dutton has shared some video interview footage today spotlighting Tearaway by Media Molecule below.
To quote: One of the big highlights of Gamescom last week was Media Molecule's return to the spotlight with Vita adventure Tearaway - the UK studio's first title since LittleBigPlanet 2.
Predictably, it's a riot of colour, creativity and wild invention, telling the story of iota - a plucky young hero on a mission to deliver a unique message to you, the player.
You'll help him on his way by interacting with his environment via the Vita's touch screen and rear touch panel. It looks like an absolute delight to play, leveraging all the Vita's features to offer up a unique, exciting gameplay experience.
The morning after they revealed the game on stage during the Sony press conference, Media Molecule co-founder Alex Evans and "design lead/chief doodler" Rex Crowle kindly sat down with me for a quick chat about the ideas driving the game, as well as a few words on the LittleBigPlanet series.
Take a look at the video below, and then, for good measure, treat yourself to one...
49w ago - Sony Blog Manager Fabio Santana of Brazil has shared a fresh Final Fantasy XIV PS3 update today including an interview and new details below, as follows:
When it was first launched back in 2010, Final Fantasy XIV for PC was criticized by players and the media, and eventually the planned PS3 version was postponed. Since then, Square Enix decided to reshuffle the leading developers of the game, with Naoki Yoshida now acting as Director and Producer.
His challenge is to helm the 2.0 version of Final Fantasy XIV, which is a re-imagination of the original release. It will mark a new beginning for the game when it gets launched this winter, coinciding with the release of the anticipated PS3 version.
The game was not ready to be demoed publicly at E3 this year, but we got a chance to see a brief live demo behind closed doors of the game still running on a PC. It featured lush visuals, with a richly detailed character running through a forest area with dense vegetation and impressive lighting effects passing through foliage.
It was something we definitely aren't used to see in an MMORPG. "Right now it's optimized for PC. We're about 50% into the development of the PS3 version, but it's pretty much how it's going to look on the console...